$4.99 (−75%)Dungeons 2 Evil Has Never Been This Much Fun
Dig a dungeon, boss your monsters around and lead them to war against the surface world.
Is Dungeons 2 worth it?
Dungeons 2 is worth it if…
- you want to play the villain instead of the hero for a change
- you liked Dungeon Keeper and want a newer take on the formula
- you like games that do not take themselves seriously
- you enjoy building a base and then defending it from invaders
- you want strategy that is easy to learn rather than demanding
Screenshots
Running your own dungeon
Underground, you are the manager of evil. Your snouts dig tunnels through the rock while you decide where the gold goes, which rooms to carve out, and where the traps wait for the heroes who keep breaking in. A workshop for research, an arena for training, a brewery, a hospital for beaten-up monsters: every room has a job, and your creatures have opinions about doing it. They drink beer when you need them researching. They nap when there is digging to do. The Hand of Terror lets you grab them by the scruff and drop them where the work is, and a swift slap hurries along the truly hopeless. Building a dungeon that runs itself, and defending its entrances like a tower defense when heroes come knocking, is the quiet half of the game's charm.
Taking the war to the surface
The underworld is never enough. When your horde is ready, you march it up the stairs and play a proper real-time strategy game in the sunlight: selecting your creatures, ordering attacks, and leaving the humans' beautiful cities in ruins. Above ground the Hand of Terror works differently: instead of hauling minions around, you give targeted commands and cast spells to tip a fight. Two factions play this part differently, the horde and the demons, each with its own creatures, rooms and upgrades, so a second campaign run does not feel like a replay of the first. It is a simple, satisfying loop: dig, breed, upgrade, then watch your monsters pour out of a hole in the ground and ruin someone's afternoon.
An evil business, well run
If you like management sims, this is one with a villain's business plan. Instead of theme park guests you have heroes to repel, and instead of happy visitors your score is gold mined, monsters trained and kingdoms conquered. Place your facilities where the walls are close, or the work slows down. It is the same pleasure as running a good tycoon game, the layout, the staff, the steady growth, except the staff are orcs and demons and the customer satisfaction metric is how much of the overworld is on fire.
Can you play it with friends?
Is the multiplayer still worth trying?
There are four competitive modes for up to four players over LAN or online, where Dungeon Lords race each other for points by conquering and killing across the map. It works best with friends you can arrange a match with, rather than counting on finding strangers in matchmaking.
What is the humor actually like?
Openly silly and thick with references. The story mocks fantasy books, films and TV shows, the narrator delivers most of the jokes, and the whole game is written with its tongue in its cheek. The narrator is a highlight: dry, omnipresent, and quick to point out when the Ultimate Evil is slacking. If constant pop culture jokes sound tiring rather than fun, that is the one thing to know going in.
How long is the campaign?
Roughly twenty hours across the story missions, with each mission taking about an hour. Three of the missions switch you to the demon faction, and the two factions play differently enough that replaying with the other side gives you fresh creatures, rooms and upgrades to learn.



























